Theres some really great forms in these pieces and the modelling itself is really
clean and sharp, in particular the floor works out well.
The most recent wall seems a bit like you got lost in the forms compared to the
control you showed with the floor.
I think the problem is that you had 3 or 4 really strong forms in the center section
but because you started it seperate, when you tried to combine it with a wall
motif it made the elements seem seperate in the end.
Part of the problem is that you might have felt the burden of detail imposed
on the new forms by the old forms. I mean, there are lots of little forms across a
large surface on the wall, some of them like the circular engine pieces on each
side at the bottom look much deeper than the lowpoly they are mapped to.
There's no smooth even flow to them the way there is to the middle section
you created first. I sometimes get caught out this way too when I'm modelling.
I model something without much planning, just enjoying the intial forms and
then refining them, then when trying to slot it in to something large I end up
taking too long because I broke the rule.
Big brush, medium brush, little brush.
I always try to start with the biggest boldest forms I can, work out my design
on a 512by512 grid with splines and grid snapping, shell it, duplicate it across by
256 units a number of times to see how it repeats with itself.
When that works, i begin to break out the forms more, round things out
adding some subtle chamfers and extrusions while mindfull of the repeat.
I test again, heres where I can see if it will work or not, if it does, i go
nuts, if it dont, i delete it and rebuild it bolder and more subtle.
Hope I'm not sounding too negative here, I think your modelling kicks arse
but it looks like you are jumping up to the little brush too quickly with
that wall piece and I wanted to be clear about how I meant that.
Thanks alot for the feedback! I totally agree with what you are saying about the wall ^^ I was on a very tight timeschedule, so I did a loose concept, but halfway through I realized that the shapes were not really working out, so I tried fixing it by adding on top of what I already had, but it didn't help much.
Now that I have both the prop and the floor finished I think it will be easier for me to redesign parts of the wall to fit better with the floor. I think I went too squarish with the section of the wall where the prop is, and I tried breaking it upp by adding those cables, and then I just got lost instead ^^ Thanks alot for the tips!
/ Tor
It looks like a retina scanner to me. Albeit a very unergonomic one. You'd have to crouch down lean in and look up. damn
Awesome texture work. I love seeing these things come to life. I can agree with the details on the wall though, compared to the floor it is a bit hectic. Though the lower portion is good as is.
Necro of the century, but well worth it. Loved this thread when it was still active, and I still have it bookmarked to look at the jizztastic level of sci fi work. To think this was 5 years ago... And it still looks this good.
Replies
clean and sharp, in particular the floor works out well.
The most recent wall seems a bit like you got lost in the forms compared to the
control you showed with the floor.
I think the problem is that you had 3 or 4 really strong forms in the center section
but because you started it seperate, when you tried to combine it with a wall
motif it made the elements seem seperate in the end.
Part of the problem is that you might have felt the burden of detail imposed
on the new forms by the old forms. I mean, there are lots of little forms across a
large surface on the wall, some of them like the circular engine pieces on each
side at the bottom look much deeper than the lowpoly they are mapped to.
There's no smooth even flow to them the way there is to the middle section
you created first. I sometimes get caught out this way too when I'm modelling.
I model something without much planning, just enjoying the intial forms and
then refining them, then when trying to slot it in to something large I end up
taking too long because I broke the rule.
Big brush, medium brush, little brush.
I always try to start with the biggest boldest forms I can, work out my design
on a 512by512 grid with splines and grid snapping, shell it, duplicate it across by
256 units a number of times to see how it repeats with itself.
When that works, i begin to break out the forms more, round things out
adding some subtle chamfers and extrusions while mindfull of the repeat.
I test again, heres where I can see if it will work or not, if it does, i go
nuts, if it dont, i delete it and rebuild it bolder and more subtle.
Hope I'm not sounding too negative here, I think your modelling kicks arse
but it looks like you are jumping up to the little brush too quickly with
that wall piece and I wanted to be clear about how I meant that.
Now that I have both the prop and the floor finished I think it will be easier for me to redesign parts of the wall to fit better with the floor. I think I went too squarish with the section of the wall where the prop is, and I tried breaking it upp by adding those cables, and then I just got lost instead ^^ Thanks alot for the tips!
/ Tor
Awesome texture work. I love seeing these things come to life. I can agree with the details on the wall though, compared to the floor it is a bit hectic. Though the lower portion is good as is.
Gl
LOL, great work still even though its way old now.